Commit bb40e8f928d340b380f1eab14f76575b83472794
1 parent
8d2e32de
Modified native image and compressed texture examples to use new texture.
* Clean-up some demos to use utility function to create quad with texture coordinates Change-Id: I35d71cabc4140bdda298c2975f1f682d72a94176
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291 additions
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204 deletions
examples/benchmark/benchmark.cpp
| 1 | 1 | /* |
| 2 | - * Copyright (c) 2015 Samsung Electronics Co., Ltd. | |
| 2 | + * Copyright (c) 2016 Samsung Electronics Co., Ltd. | |
| 3 | 3 | * |
| 4 | 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | 5 | * you may not use this file except in compliance with the License. |
| ... | ... | @@ -15,12 +15,12 @@ |
| 15 | 15 | * |
| 16 | 16 | */ |
| 17 | 17 | |
| 18 | -#include <dali-toolkit/dali-toolkit.h> | |
| 18 | +// EXTERNAL INCLUDES | |
| 19 | 19 | #include <dali/devel-api/rendering/renderer.h> |
| 20 | -#include <dali/public-api/common/dali-common.h> | |
| 21 | -#include <dali/integration-api/resource-policies.h> | |
| 22 | -#include <dali/integration-api/debug.h> | |
| 23 | -#include <iostream> | |
| 20 | +#include <dali-toolkit/dali-toolkit.h> | |
| 21 | + | |
| 22 | +// INTERNAL INCLUDES | |
| 23 | +#include "shared/utility.h" | |
| 24 | 24 | |
| 25 | 25 | using namespace Dali; |
| 26 | 26 | using namespace Dali::Toolkit; |
| ... | ... | @@ -183,29 +183,6 @@ const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER( |
| 183 | 183 | }\n |
| 184 | 184 | ); |
| 185 | 185 | |
| 186 | - | |
| 187 | -Geometry& QuadMesh() | |
| 188 | -{ | |
| 189 | - static Geometry mesh; | |
| 190 | - if( !mesh ) | |
| 191 | - { | |
| 192 | - PropertyBuffer vertexBuffer; | |
| 193 | - Property::Map vertexFormat; | |
| 194 | - vertexFormat["aPosition"] = Property::VECTOR2; | |
| 195 | - vertexFormat["aTexCoord"] = Property::VECTOR2; | |
| 196 | - | |
| 197 | - //Create a vertex buffer for vertex positions and texture coordinates | |
| 198 | - vertexBuffer = PropertyBuffer::New( vertexFormat ); | |
| 199 | - vertexBuffer.SetData( gQuadWithTexture, 4u ); | |
| 200 | - | |
| 201 | - //Create the geometry | |
| 202 | - mesh = Geometry::New(); | |
| 203 | - mesh.AddVertexBuffer( vertexBuffer ); | |
| 204 | - mesh.SetGeometryType(Geometry::TRIANGLE_STRIP ); | |
| 205 | - } | |
| 206 | - return mesh; | |
| 207 | -} | |
| 208 | - | |
| 209 | 186 | bool gUseMesh(false); |
| 210 | 187 | bool gUseImageActor(false); |
| 211 | 188 | bool gNinePatch(false); |
| ... | ... | @@ -213,33 +190,16 @@ unsigned int gRowsPerPage(25); |
| 213 | 190 | unsigned int gColumnsPerPage( 25 ); |
| 214 | 191 | unsigned int gPageCount(13); |
| 215 | 192 | |
| 216 | -Renderer CreateRenderer( unsigned int index ) | |
| 193 | +Renderer CreateRenderer( unsigned int index, Geometry geometry, Shader shader ) | |
| 217 | 194 | { |
| 218 | - | |
| 219 | - int numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES; | |
| 220 | - static Renderer* renderers = new Renderer[numImages]; | |
| 221 | - if( !renderers[index] ) | |
| 222 | - { | |
| 223 | - //Create the renderer | |
| 224 | - Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); | |
| 225 | - | |
| 226 | - const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index]; | |
| 227 | - Image image = ResourceImage::New(imagePath); | |
| 228 | - TextureSet textureSet = TextureSet::New(); | |
| 229 | - textureSet.SetImage( 0u, image ); | |
| 230 | - renderers[index] = Renderer::New( QuadMesh(), shader ); | |
| 231 | - renderers[index].SetTextures( textureSet ); | |
| 232 | - renderers[index].SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF ); | |
| 233 | - } | |
| 234 | - return renderers[index]; | |
| 235 | -} | |
| 236 | - | |
| 237 | -Actor CreateMeshActor( unsigned int index) | |
| 238 | -{ | |
| 239 | - Renderer renderer = CreateRenderer(index); | |
| 240 | - Actor meshActor = Actor::New(); | |
| 241 | - meshActor.AddRenderer( renderer ); | |
| 242 | - return meshActor; | |
| 195 | + Renderer renderer = Renderer::New( geometry, shader ); | |
| 196 | + const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index]; | |
| 197 | + Texture texture = DemoHelper::LoadTexture( imagePath ); | |
| 198 | + TextureSet textureSet = TextureSet::New(); | |
| 199 | + textureSet.SetTexture( 0u, texture ); | |
| 200 | + renderer.SetTextures( textureSet ); | |
| 201 | + renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF ); | |
| 202 | + return renderer; | |
| 243 | 203 | } |
| 244 | 204 | |
| 245 | 205 | } |
| ... | ... | @@ -348,15 +308,26 @@ public: |
| 348 | 308 | |
| 349 | 309 | void CreateMeshActors() |
| 350 | 310 | { |
| 311 | + unsigned int numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES; | |
| 312 | + | |
| 313 | + //Create all the renderers | |
| 314 | + std::vector<Renderer> renderers( numImages ); | |
| 315 | + Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); | |
| 316 | + Geometry geometry = DemoHelper::CreateTexturedQuad(); | |
| 317 | + for( unsigned int i(0); i<numImages; ++i ) | |
| 318 | + { | |
| 319 | + renderers[i] = CreateRenderer( i, geometry, shader ); | |
| 320 | + } | |
| 321 | + | |
| 322 | + //Create the actors | |
| 351 | 323 | Stage stage = Stage::GetCurrent(); |
| 352 | 324 | unsigned int actorCount(mRowsPerPage*mColumnsPerPage * mPageCount); |
| 353 | 325 | mActor.resize(actorCount); |
| 354 | 326 | for( size_t i(0); i<actorCount; ++i ) |
| 355 | 327 | { |
| 356 | - size_t numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES; | |
| 357 | - mActor[i] = CreateMeshActor(i % numImages); | |
| 328 | + mActor[i] = Actor::New(); | |
| 329 | + mActor[i].AddRenderer( renderers[i % numImages] ); | |
| 358 | 330 | mActor[i].SetSize(0.0f,0.0f,0.0f); |
| 359 | - | |
| 360 | 331 | stage.Add(mActor[i]); |
| 361 | 332 | } |
| 362 | 333 | } | ... | ... |
examples/compressed-texture-formats/compressed-texture-formats-example.cpp
| ... | ... | @@ -15,15 +15,74 @@ |
| 15 | 15 | * |
| 16 | 16 | */ |
| 17 | 17 | |
| 18 | +// EXTERNAL INCLUDES | |
| 19 | +#include <dali/dali.h> | |
| 20 | +#include <dali/devel-api/rendering/renderer.h> | |
| 18 | 21 | #include <dali-toolkit/dali-toolkit.h> |
| 19 | 22 | |
| 23 | +// INTERNAL INCLUDES | |
| 24 | +#include "shared/utility.h" | |
| 25 | + | |
| 20 | 26 | using namespace Dali; |
| 21 | 27 | using Dali::Toolkit::TextLabel; |
| 22 | 28 | |
| 29 | +namespace | |
| 30 | +{ | |
| 31 | + | |
| 23 | 32 | const char* IMAGE_FILENAME_ETC = DEMO_IMAGE_DIR "tx-etc1.ktx"; |
| 24 | 33 | const char* IMAGE_FILENAME_ASTC_LINEAR = DEMO_IMAGE_DIR "tx-astc-4x4-linear.ktx"; |
| 25 | 34 | const char* IMAGE_FILENAME_ASTC_LINEAR_NATIVE = DEMO_IMAGE_DIR "tx-astc-4x4-linear-native.astc"; |
| 26 | 35 | |
| 36 | + | |
| 37 | +static const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER( | |
| 38 | + attribute mediump vec2 aPosition;\n | |
| 39 | + attribute mediump vec2 aTexCoord;\n | |
| 40 | + uniform mediump mat4 uMvpMatrix;\n | |
| 41 | + uniform mediump vec3 uSize;\n | |
| 42 | + varying mediump vec2 vTexCoord;\n | |
| 43 | + void main()\n | |
| 44 | + {\n | |
| 45 | + vec4 position = vec4(aPosition,0.0,1.0)*vec4(uSize,1.0);\n | |
| 46 | + gl_Position = uMvpMatrix * position;\n | |
| 47 | + vTexCoord = aTexCoord;\n | |
| 48 | + }\n | |
| 49 | +); | |
| 50 | + | |
| 51 | +static const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER( | |
| 52 | + uniform lowp vec4 uColor;\n | |
| 53 | + uniform sampler2D sTexture;\n | |
| 54 | + varying mediump vec2 vTexCoord;\n | |
| 55 | + | |
| 56 | + void main()\n | |
| 57 | + {\n | |
| 58 | + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n | |
| 59 | + }\n | |
| 60 | +); | |
| 61 | + | |
| 62 | +/** | |
| 63 | + * @brief Create a renderer to render an image and adds it to an actor | |
| 64 | + * @param[in] imagePath The path where the image file is located | |
| 65 | + * @param[in] actor The actor that will be used to render the image | |
| 66 | + * @param[in[ geometry The geometry to use | |
| 67 | + * @param[in] shader The shader to use | |
| 68 | + */ | |
| 69 | +void AddImage( const char*imagePath, Actor& actor, Geometry& geometry, Shader& shader ) | |
| 70 | +{ | |
| 71 | + //Load the texture | |
| 72 | + Texture texture = DemoHelper::LoadTexture( imagePath ); | |
| 73 | + TextureSet textureSet = TextureSet::New(); | |
| 74 | + textureSet.SetTexture( 0u, texture ); | |
| 75 | + | |
| 76 | + //Create the renderer | |
| 77 | + Renderer renderer = Renderer::New( geometry, shader ); | |
| 78 | + renderer.SetTextures( textureSet ); | |
| 79 | + | |
| 80 | + //Set actor size and add the renderer | |
| 81 | + actor.SetSize( texture.GetWidth(), texture.GetHeight() ); | |
| 82 | + actor.AddRenderer( renderer ); | |
| 83 | +} | |
| 84 | + | |
| 85 | +} | |
| 27 | 86 | /** |
| 28 | 87 | * @brief This example shows 3 images, each of a different compressed texture type. |
| 29 | 88 | * If built and run on a OpenGL ES 3.1 compatable target, then all 3 images will display. |
| ... | ... | @@ -89,26 +148,37 @@ public: |
| 89 | 148 | table.AddChild( textLabel, Toolkit::TableView::CellPosition( 2u, 0u ) ); |
| 90 | 149 | table.SetCellAlignment( Toolkit::TableView::CellPosition( 2u, 0u ), HorizontalAlignment::LEFT, VerticalAlignment::CENTER ); |
| 91 | 150 | |
| 92 | - // Add images. | |
| 93 | - Toolkit::ImageView imageView = Toolkit::ImageView::New( ResourceImage::New( IMAGE_FILENAME_ETC ) ); | |
| 94 | - imageView.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 95 | - imageView.SetParentOrigin( ParentOrigin::CENTER ); | |
| 96 | - table.AddChild( imageView, Toolkit::TableView::CellPosition( 0u, 1u ) ); | |
| 97 | - | |
| 98 | - imageView = Toolkit::ImageView::New( ResourceImage::New( IMAGE_FILENAME_ASTC_LINEAR ) ); | |
| 99 | - imageView.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 100 | - imageView.SetParentOrigin( ParentOrigin::CENTER ); | |
| 101 | - table.AddChild( imageView, Toolkit::TableView::CellPosition( 1u, 1u ) ); | |
| 151 | + //Create the geometry and the shader renderers will use | |
| 152 | + Geometry geometry = DemoHelper::CreateTexturedQuad(); | |
| 153 | + Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); | |
| 102 | 154 | |
| 103 | - imageView = Toolkit::ImageView::New( ResourceImage::New( IMAGE_FILENAME_ASTC_LINEAR_NATIVE ) ); | |
| 104 | - imageView.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 105 | - imageView.SetParentOrigin( ParentOrigin::CENTER ); | |
| 106 | - table.AddChild( imageView, Toolkit::TableView::CellPosition( 2u, 1u ) ); | |
| 155 | + // Add images. | |
| 156 | + Actor actor = Actor::New(); | |
| 157 | + actor.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 158 | + actor.SetParentOrigin( ParentOrigin::CENTER ); | |
| 159 | + AddImage( IMAGE_FILENAME_ETC, actor, geometry, shader ); | |
| 160 | + table.AddChild( actor, Toolkit::TableView::CellPosition( 0u, 1u ) ); | |
| 161 | + table.SetCellAlignment( Toolkit::TableView::CellPosition( 0u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER ); | |
| 162 | + | |
| 163 | + actor = Actor::New(); | |
| 164 | + actor.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 165 | + actor.SetParentOrigin( ParentOrigin::CENTER ); | |
| 166 | + AddImage( IMAGE_FILENAME_ASTC_LINEAR, actor, geometry, shader ); | |
| 167 | + table.AddChild( actor, Toolkit::TableView::CellPosition( 1u, 1u ) ); | |
| 168 | + table.SetCellAlignment( Toolkit::TableView::CellPosition( 1u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER ); | |
| 169 | + | |
| 170 | + actor = Actor::New(); | |
| 171 | + actor.SetAnchorPoint( AnchorPoint::CENTER ); | |
| 172 | + actor.SetParentOrigin( ParentOrigin::CENTER ); | |
| 173 | + AddImage( IMAGE_FILENAME_ASTC_LINEAR_NATIVE, actor, geometry, shader ); | |
| 174 | + table.AddChild( actor, Toolkit::TableView::CellPosition( 2u, 1u ) ); | |
| 175 | + table.SetCellAlignment( Toolkit::TableView::CellPosition( 2u, 1u ), HorizontalAlignment::CENTER, VerticalAlignment::CENTER ); | |
| 107 | 176 | |
| 108 | 177 | stage.Add( table ); |
| 109 | 178 | |
| 110 | - // Respond to a click anywhere on the stage | |
| 179 | + // Respond to touch and key signals | |
| 111 | 180 | stage.GetRootLayer().TouchSignal().Connect( this, &CompressedTextureFormatsController::OnTouch ); |
| 181 | + stage.KeyEventSignal().Connect(this, &CompressedTextureFormatsController::OnKeyEvent); | |
| 112 | 182 | } |
| 113 | 183 | |
| 114 | 184 | bool OnTouch( Actor actor, const TouchData& touch ) |
| ... | ... | @@ -118,6 +188,17 @@ public: |
| 118 | 188 | return true; |
| 119 | 189 | } |
| 120 | 190 | |
| 191 | + void OnKeyEvent(const KeyEvent& event) | |
| 192 | + { | |
| 193 | + if(event.state == KeyEvent::Down) | |
| 194 | + { | |
| 195 | + if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) ) | |
| 196 | + { | |
| 197 | + mApplication.Quit(); | |
| 198 | + } | |
| 199 | + } | |
| 200 | + } | |
| 201 | + | |
| 121 | 202 | private: |
| 122 | 203 | Application& mApplication; |
| 123 | 204 | }; | ... | ... |
examples/mesh-sorting/mesh-sorting-example.cpp
| ... | ... | @@ -85,34 +85,6 @@ void main() |
| 85 | 85 | } |
| 86 | 86 | ); |
| 87 | 87 | |
| 88 | -Geometry CreateGeometry() | |
| 89 | -{ | |
| 90 | - // Create vertices | |
| 91 | - const float halfQuadSize = .5f; | |
| 92 | - struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; }; | |
| 93 | - TexturedQuadVertex texturedQuadVertexData[4] = { | |
| 94 | - { Vector2(-halfQuadSize, -halfQuadSize), Vector2(0.f, 0.f) }, | |
| 95 | - { Vector2( halfQuadSize, -halfQuadSize), Vector2(1.f, 0.f) }, | |
| 96 | - { Vector2(-halfQuadSize, halfQuadSize), Vector2(0.f, 1.f) }, | |
| 97 | - { Vector2( halfQuadSize, halfQuadSize), Vector2(1.f, 1.f) } }; | |
| 98 | - | |
| 99 | - Property::Map texturedQuadVertexFormat; | |
| 100 | - texturedQuadVertexFormat["aPosition"] = Property::VECTOR2; | |
| 101 | - texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2; | |
| 102 | - PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat ); | |
| 103 | - texturedQuadVertices.SetData( texturedQuadVertexData, 4 ); | |
| 104 | - | |
| 105 | - // Create indices | |
| 106 | - unsigned short indexData[6] = { 0, 3, 1, 0, 2, 3 }; | |
| 107 | - | |
| 108 | - // Create the geometry object | |
| 109 | - Geometry texturedQuadGeometry = Geometry::New(); | |
| 110 | - texturedQuadGeometry.AddVertexBuffer( texturedQuadVertices ); | |
| 111 | - texturedQuadGeometry.SetIndexBuffer( &indexData[0], sizeof(indexData)/sizeof(unsigned short) ); | |
| 112 | - | |
| 113 | - return texturedQuadGeometry; | |
| 114 | -} | |
| 115 | - | |
| 116 | 88 | } // anonymous namespace |
| 117 | 89 | |
| 118 | 90 | // This example shows how to use a simple mesh |
| ... | ... | @@ -159,7 +131,7 @@ public: |
| 159 | 131 | application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE ); |
| 160 | 132 | |
| 161 | 133 | mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER ); |
| 162 | - mGeometry = CreateGeometry(); | |
| 134 | + mGeometry = DemoHelper::CreateTexturedQuad(); | |
| 163 | 135 | |
| 164 | 136 | TextureSet firstTextureSet; |
| 165 | 137 | ... | ... |
examples/native-image-source/native-image-source-example.cpp
| ... | ... | @@ -15,15 +15,111 @@ |
| 15 | 15 | * |
| 16 | 16 | */ |
| 17 | 17 | |
| 18 | +// EXTERNAL INCLUDES | |
| 18 | 19 | #include <dali/dali.h> |
| 20 | +#include <dali/devel-api/images/native-image-interface-extension.h> | |
| 21 | +#include <dali/devel-api/rendering/renderer.h> | |
| 22 | +#include <dali/devel-api/rendering/frame-buffer.h> | |
| 19 | 23 | #include <dali-toolkit/dali-toolkit.h> |
| 24 | +#include <cstring> | |
| 25 | + | |
| 26 | +// INTERNAL INCLUDES | |
| 27 | +#include "shared/utility.h" | |
| 20 | 28 | |
| 21 | 29 | using namespace Dali; |
| 22 | 30 | using namespace Toolkit; |
| 23 | 31 | |
| 24 | 32 | namespace |
| 25 | 33 | { |
| 26 | - const std::string JPG_FILENAME = DEMO_IMAGE_DIR "gallery-medium-4.jpg"; | |
| 34 | + | |
| 35 | +/** | |
| 36 | + * @brief Creates a shader used to render a native image | |
| 37 | + * @param[in] nativeImageInterface The native image interface | |
| 38 | + * @return A shader to render the native image | |
| 39 | + */ | |
| 40 | +Shader CreateShader( NativeImageInterface& nativeImageInterface ) | |
| 41 | +{ | |
| 42 | + static const char* DEFAULT_SAMPLER_TYPENAME = "sampler2D"; | |
| 43 | + | |
| 44 | + static const char* VERTEX_SHADER_TEXTURE = DALI_COMPOSE_SHADER( | |
| 45 | + attribute mediump vec2 aPosition;\n | |
| 46 | + attribute mediump vec2 aTexCoord;\n | |
| 47 | + uniform mediump mat4 uMvpMatrix;\n | |
| 48 | + uniform mediump vec3 uSize;\n | |
| 49 | + varying mediump vec2 vTexCoord;\n | |
| 50 | + void main()\n | |
| 51 | + {\n | |
| 52 | + vec4 position = vec4(aPosition,0.0,1.0)*vec4(uSize,1.0);\n | |
| 53 | + gl_Position = uMvpMatrix * position;\n | |
| 54 | + vTexCoord = aTexCoord;\n | |
| 55 | + }\n | |
| 56 | + ); | |
| 57 | + | |
| 58 | + static const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER( | |
| 59 | + uniform lowp vec4 uColor;\n | |
| 60 | + uniform sampler2D sTexture;\n | |
| 61 | + varying mediump vec2 vTexCoord;\n | |
| 62 | + | |
| 63 | + void main()\n | |
| 64 | + {\n | |
| 65 | + gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n | |
| 66 | + }\n | |
| 67 | + ); | |
| 68 | + | |
| 69 | + NativeImageInterface::Extension* extension( nativeImageInterface.GetExtension() ); | |
| 70 | + if( extension ) | |
| 71 | + { | |
| 72 | + std::string fragmentShader; | |
| 73 | + | |
| 74 | + //Get custom fragment shader prefix | |
| 75 | + const char* fragmentPreFix = extension->GetCustomFragmentPreFix(); | |
| 76 | + if( fragmentPreFix ) | |
| 77 | + { | |
| 78 | + fragmentShader = fragmentPreFix; | |
| 79 | + fragmentShader += FRAGMENT_SHADER_TEXTURE; | |
| 80 | + } | |
| 81 | + else | |
| 82 | + { | |
| 83 | + fragmentShader = FRAGMENT_SHADER_TEXTURE; | |
| 84 | + } | |
| 85 | + | |
| 86 | + //Get custom sampler type name | |
| 87 | + const char* customSamplerTypename = extension->GetCustomSamplerTypename(); | |
| 88 | + if( customSamplerTypename ) | |
| 89 | + { | |
| 90 | + fragmentShader.replace( fragmentShader.find( DEFAULT_SAMPLER_TYPENAME ), strlen(DEFAULT_SAMPLER_TYPENAME), customSamplerTypename ); | |
| 91 | + } | |
| 92 | + | |
| 93 | + return Shader::New( VERTEX_SHADER_TEXTURE, fragmentShader ); | |
| 94 | + } | |
| 95 | + else | |
| 96 | + { | |
| 97 | + return Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); | |
| 98 | + } | |
| 99 | +} | |
| 100 | + | |
| 101 | +/** | |
| 102 | + * @brief Creates an actor to render a native image | |
| 103 | + * @param[in] texture The texture creates from a native image | |
| 104 | + * @param[in] nativeImageInterface The native image interface used to create the texture | |
| 105 | + * @return An actor that renders the texture | |
| 106 | + */ | |
| 107 | +Actor CreateNativeActor( Texture texture, NativeImageInterface& nativeImageInterface ) | |
| 108 | +{ | |
| 109 | + Actor actor = Actor::New(); | |
| 110 | + Geometry geometry = DemoHelper::CreateTexturedQuad(); | |
| 111 | + Shader shader = CreateShader(nativeImageInterface); | |
| 112 | + Renderer renderer = Renderer::New( geometry, shader ); | |
| 113 | + TextureSet textureSet = TextureSet::New(); | |
| 114 | + textureSet.SetTexture( 0u, texture ); | |
| 115 | + renderer.SetTextures( textureSet ); | |
| 116 | + | |
| 117 | + actor.AddRenderer( renderer ); | |
| 118 | + actor.SetSize( texture.GetWidth(), texture.GetHeight() ); | |
| 119 | + return actor; | |
| 120 | +} | |
| 121 | + | |
| 122 | +const std::string JPG_FILENAME = DEMO_IMAGE_DIR "gallery-medium-4.jpg"; | |
| 27 | 123 | } |
| 28 | 124 | |
| 29 | 125 | // This example shows how to create and use a NativeImageSource as the target of the render task. |
| ... | ... | @@ -103,7 +199,9 @@ public: |
| 103 | 199 | animation.Play(); |
| 104 | 200 | |
| 105 | 201 | // create a offscreen renderer task to render content into the native image source |
| 106 | - FrameBufferImage targetBuffer = FrameBufferImage::New( *nativeImageSourcePtr ); | |
| 202 | + Texture nativeTexture = Texture::New( *nativeImageSourcePtr ); | |
| 203 | + FrameBuffer targetBuffer = FrameBuffer::New( nativeTexture.GetWidth(), nativeTexture.GetHeight(), FrameBuffer::COLOR ); | |
| 204 | + targetBuffer.AttachColorTexture( nativeTexture ); | |
| 107 | 205 | |
| 108 | 206 | CameraActor cameraActor = CameraActor::New(imageSize); |
| 109 | 207 | cameraActor.SetParentOrigin(ParentOrigin::TOP_CENTER); |
| ... | ... | @@ -118,25 +216,24 @@ public: |
| 118 | 216 | mOffscreenRenderTask.SetClearEnabled(true); |
| 119 | 217 | mOffscreenRenderTask.SetCameraActor(cameraActor); |
| 120 | 218 | mOffscreenRenderTask.GetCameraActor().SetInvertYAxis(true); |
| 121 | - mOffscreenRenderTask.SetTargetFrameBuffer( targetBuffer ); | |
| 219 | + mOffscreenRenderTask.SetFrameBuffer( targetBuffer ); | |
| 122 | 220 | mOffscreenRenderTask.SetRefreshRate( RenderTask::REFRESH_ALWAYS ); |
| 123 | 221 | |
| 124 | 222 | // Display the native image on the screen |
| 125 | - NativeImage nativeImage = NativeImage::New( *nativeImageSourcePtr ); | |
| 126 | - ImageView nativeImageView = ImageView::New( nativeImage ); | |
| 127 | - nativeImageView.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); | |
| 128 | - nativeImageView.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); | |
| 129 | - stage.Add( nativeImageView ); | |
| 223 | + Actor nativeImageActor = CreateNativeActor( nativeTexture, *nativeImageSourcePtr ); | |
| 224 | + nativeImageActor.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); | |
| 225 | + nativeImageActor.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); | |
| 226 | + stage.Add( nativeImageActor ); | |
| 130 | 227 | |
| 131 | 228 | TextLabel textLabel1 = TextLabel::New( "Resource Image" ); |
| 132 | 229 | textLabel1.SetParentOrigin( ParentOrigin::TOP_CENTER ); |
| 133 | 230 | textLabel1.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); |
| 134 | - nativeImageView.Add( textLabel1 ); | |
| 231 | + nativeImageActor.Add( textLabel1 ); | |
| 135 | 232 | |
| 136 | 233 | TextLabel textLabel2 = TextLabel::New( "Native Image" ); |
| 137 | 234 | textLabel2.SetParentOrigin( ParentOrigin::BOTTOM_CENTER ); |
| 138 | 235 | textLabel2.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER ); |
| 139 | - nativeImageView.Add( textLabel2 ); | |
| 236 | + nativeImageActor.Add( textLabel2 ); | |
| 140 | 237 | |
| 141 | 238 | return false; |
| 142 | 239 | } | ... | ... |
examples/perf-scroll/perf-scroll.cpp
| 1 | 1 | /* |
| 2 | - * Copyright (c) 2015 Samsung Electronics Co., Ltd. | |
| 2 | + * Copyright (c) 2016 Samsung Electronics Co., Ltd. | |
| 3 | 3 | * |
| 4 | 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | 5 | * you may not use this file except in compliance with the License. |
| ... | ... | @@ -15,13 +15,8 @@ |
| 15 | 15 | * |
| 16 | 16 | */ |
| 17 | 17 | |
| 18 | -#include <dali-toolkit/dali-toolkit.h> | |
| 19 | 18 | #include <dali/devel-api/rendering/renderer.h> |
| 20 | -#include <dali/devel-api/rendering/sampler.h> | |
| 21 | -#include <dali/public-api/common/dali-common.h> | |
| 22 | -#include <dali/integration-api/resource-policies.h> | |
| 23 | -#include <dali/integration-api/debug.h> | |
| 24 | -#include <iostream> | |
| 19 | +#include <dali-toolkit/dali-toolkit.h> | |
| 25 | 20 | |
| 26 | 21 | #include "shared/utility.h" |
| 27 | 22 | |
| ... | ... | @@ -186,29 +181,6 @@ const char* FRAGMENT_SHADER_TEXTURE = DALI_COMPOSE_SHADER( |
| 186 | 181 | }\n |
| 187 | 182 | ); |
| 188 | 183 | |
| 189 | - | |
| 190 | -Geometry& QuadMesh() | |
| 191 | -{ | |
| 192 | - static Geometry mesh; | |
| 193 | - if( !mesh ) | |
| 194 | - { | |
| 195 | - PropertyBuffer vertexBuffer; | |
| 196 | - Property::Map vertexFormat; | |
| 197 | - vertexFormat["aPosition"] = Property::VECTOR2; | |
| 198 | - vertexFormat["aTexCoord"] = Property::VECTOR2; | |
| 199 | - | |
| 200 | - //Create a vertex buffer for vertex positions and texture coordinates | |
| 201 | - vertexBuffer = PropertyBuffer::New( vertexFormat ); | |
| 202 | - vertexBuffer.SetData( gQuadWithTexture, 4u ); | |
| 203 | - | |
| 204 | - //Create the geometry | |
| 205 | - mesh = Geometry::New(); | |
| 206 | - mesh.AddVertexBuffer( vertexBuffer ); | |
| 207 | - mesh.SetGeometryType( Geometry::TRIANGLE_STRIP ); | |
| 208 | - } | |
| 209 | - return mesh; | |
| 210 | -} | |
| 211 | - | |
| 212 | 184 | bool gUseMesh(false); |
| 213 | 185 | bool gNinePatch(false); |
| 214 | 186 | unsigned int gRowsPerPage(15); |
| ... | ... | @@ -216,35 +188,18 @@ unsigned int gColumnsPerPage(15); |
| 216 | 188 | unsigned int gPageCount(10); |
| 217 | 189 | float gDuration(10.0f); |
| 218 | 190 | |
| 219 | -Renderer CreateRenderer( unsigned int index ) | |
| 191 | +Renderer CreateRenderer( unsigned int index, Geometry geometry, Shader shader ) | |
| 220 | 192 | { |
| 221 | - | |
| 222 | - int numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES; | |
| 223 | - static Renderer* renderers = new Renderer[numImages]; | |
| 224 | - if( !renderers[index] ) | |
| 225 | - { | |
| 226 | - //Create the renderer | |
| 227 | - Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); | |
| 228 | - | |
| 229 | - const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index]; | |
| 230 | - Texture texture = DemoHelper::LoadTexture( imagePath ); | |
| 231 | - | |
| 232 | - TextureSet textureSet = TextureSet::New(); | |
| 233 | - textureSet.SetTexture( 0u, texture ); | |
| 234 | - renderers[index] = Renderer::New( QuadMesh(), shader ); | |
| 235 | - renderers[index].SetTextures( textureSet ); | |
| 236 | - renderers[index].SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF ); | |
| 237 | - } | |
| 238 | - return renderers[index]; | |
| 193 | + Renderer renderer = Renderer::New( geometry, shader ); | |
| 194 | + const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index]; | |
| 195 | + Texture texture = DemoHelper::LoadTexture( imagePath ); | |
| 196 | + TextureSet textureSet = TextureSet::New(); | |
| 197 | + textureSet.SetTexture( 0u, texture ); | |
| 198 | + renderer.SetTextures( textureSet ); | |
| 199 | + renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF ); | |
| 200 | + return renderer; | |
| 239 | 201 | } |
| 240 | 202 | |
| 241 | -Actor CreateMeshActor( unsigned int index) | |
| 242 | -{ | |
| 243 | - Renderer renderer = CreateRenderer( index ); | |
| 244 | - Actor meshActor = Actor::New(); | |
| 245 | - meshActor.AddRenderer( renderer ); | |
| 246 | - return meshActor; | |
| 247 | -} | |
| 248 | 203 | |
| 249 | 204 | } |
| 250 | 205 | // Test application to compare performance between ImageActor and ImageView |
| ... | ... | @@ -333,18 +288,27 @@ public: |
| 333 | 288 | |
| 334 | 289 | void CreateMeshActors() |
| 335 | 290 | { |
| 336 | - Stage stage = Stage::GetCurrent(); | |
| 291 | + unsigned int numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES; | |
| 337 | 292 | |
| 338 | - unsigned int actorCount( mRowsPerPage * mColumnsPerPage * mPageCount ); | |
| 339 | - mActor.resize( actorCount ); | |
| 293 | + //Create all the renderers | |
| 294 | + std::vector<Renderer> renderers( numImages ); | |
| 295 | + Shader shader = Shader::New( VERTEX_SHADER_TEXTURE, FRAGMENT_SHADER_TEXTURE ); | |
| 296 | + Geometry geometry = DemoHelper::CreateTexturedQuad(); | |
| 297 | + for( unsigned int i(0); i<numImages; ++i ) | |
| 298 | + { | |
| 299 | + renderers[i] = CreateRenderer( i, geometry, shader ); | |
| 300 | + } | |
| 340 | 301 | |
| 302 | + //Create the actors | |
| 303 | + Stage stage = Stage::GetCurrent(); | |
| 304 | + unsigned int actorCount(mRowsPerPage*mColumnsPerPage * mPageCount); | |
| 305 | + mActor.resize(actorCount); | |
| 341 | 306 | for( size_t i(0); i<actorCount; ++i ) |
| 342 | 307 | { |
| 343 | - size_t numImages = !gNinePatch ? NUM_IMAGES : NUM_NINEPATCH_IMAGES; | |
| 344 | - mActor[i] = CreateMeshActor( i % numImages ); | |
| 308 | + mActor[i] = Actor::New(); | |
| 309 | + mActor[i].AddRenderer( renderers[i % numImages] ); | |
| 345 | 310 | mActor[i].SetSize(0.0f,0.0f,0.0f); |
| 346 | - | |
| 347 | - mParent.Add( mActor[i] ); | |
| 311 | + mParent.Add(mActor[i]); | |
| 348 | 312 | } |
| 349 | 313 | } |
| 350 | 314 | ... | ... |
examples/textured-mesh/textured-mesh-example.cpp
| ... | ... | @@ -62,34 +62,6 @@ void main() |
| 62 | 62 | } |
| 63 | 63 | ); |
| 64 | 64 | |
| 65 | -Geometry CreateGeometry() | |
| 66 | -{ | |
| 67 | - // Create vertices | |
| 68 | - const float halfQuadSize = .5f; | |
| 69 | - struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; }; | |
| 70 | - TexturedQuadVertex texturedQuadVertexData[4] = { | |
| 71 | - { Vector2(-halfQuadSize, -halfQuadSize), Vector2(0.f, 0.f) }, | |
| 72 | - { Vector2( halfQuadSize, -halfQuadSize), Vector2(1.f, 0.f) }, | |
| 73 | - { Vector2(-halfQuadSize, halfQuadSize), Vector2(0.f, 1.f) }, | |
| 74 | - { Vector2( halfQuadSize, halfQuadSize), Vector2(1.f, 1.f) } }; | |
| 75 | - | |
| 76 | - Property::Map texturedQuadVertexFormat; | |
| 77 | - texturedQuadVertexFormat["aPosition"] = Property::VECTOR2; | |
| 78 | - texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2; | |
| 79 | - PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat ); | |
| 80 | - texturedQuadVertices.SetData( texturedQuadVertexData, 4 ); | |
| 81 | - | |
| 82 | - // Create indices | |
| 83 | - unsigned short indexData[6] = { 0, 3, 1, 0, 2, 3 }; | |
| 84 | - | |
| 85 | - // Create the geometry object | |
| 86 | - Geometry texturedQuadGeometry = Geometry::New(); | |
| 87 | - texturedQuadGeometry.AddVertexBuffer( texturedQuadVertices ); | |
| 88 | - texturedQuadGeometry.SetIndexBuffer( &indexData[0], sizeof(indexData)/sizeof(indexData[0]) ); | |
| 89 | - | |
| 90 | - return texturedQuadGeometry; | |
| 91 | -} | |
| 92 | - | |
| 93 | 65 | /** |
| 94 | 66 | * Sinusoidal curve starting at zero with 2 cycles |
| 95 | 67 | */ |
| ... | ... | @@ -151,7 +123,7 @@ public: |
| 151 | 123 | mTextureSet2 = TextureSet::New(); |
| 152 | 124 | mTextureSet2.SetTexture( 0u, texture2 ); |
| 153 | 125 | |
| 154 | - mGeometry = CreateGeometry(); | |
| 126 | + mGeometry = DemoHelper::CreateTexturedQuad(); | |
| 155 | 127 | |
| 156 | 128 | mRenderer = Renderer::New( mGeometry, mShader ); |
| 157 | 129 | mRenderer.SetTextures( mTextureSet1 ); | ... | ... |
shared/utility.h
| ... | ... | @@ -20,6 +20,7 @@ |
| 20 | 20 | |
| 21 | 21 | #include <dali/dali.h> |
| 22 | 22 | #include <dali/devel-api/images/atlas.h> |
| 23 | +#include <dali/devel-api/rendering/geometry.h> | |
| 23 | 24 | #include <dali/devel-api/rendering/texture.h> |
| 24 | 25 | #include <dali/devel-api/adaptor-framework/bitmap-loader.h> |
| 25 | 26 | |
| ... | ... | @@ -86,6 +87,35 @@ Dali::Texture LoadStageFillingTexture( const char* imagePath ) |
| 86 | 87 | return LoadTexture( imagePath, Dali::ImageDimensions( stageSize.x, stageSize.y ), Dali::FittingMode::SCALE_TO_FILL, Dali::SamplingMode::BOX_THEN_LINEAR ); |
| 87 | 88 | } |
| 88 | 89 | |
| 90 | +Dali::Geometry CreateTexturedQuad() | |
| 91 | +{ | |
| 92 | + struct Vertex | |
| 93 | + { | |
| 94 | + Dali::Vector2 position; | |
| 95 | + Dali::Vector2 texCoord; | |
| 96 | + }; | |
| 97 | + | |
| 98 | + static const Vertex data[] = {{ Dali::Vector2( -0.5f, -0.5f ), Dali::Vector2( 0.0f, 0.0f ) }, | |
| 99 | + { Dali::Vector2( 0.5f, -0.5f ), Dali::Vector2( 1.0f, 0.0f ) }, | |
| 100 | + { Dali::Vector2( -0.5f, 0.5f ), Dali::Vector2( 0.0f, 1.0f ) }, | |
| 101 | + { Dali::Vector2( 0.5f, 0.5f ), Dali::Vector2( 1.0f, 1.0f ) }}; | |
| 102 | + | |
| 103 | + Dali::PropertyBuffer vertexBuffer; | |
| 104 | + Dali::Property::Map vertexFormat; | |
| 105 | + vertexFormat["aPosition"] = Dali::Property::VECTOR2; | |
| 106 | + vertexFormat["aTexCoord"] = Dali::Property::VECTOR2; | |
| 107 | + | |
| 108 | + //Create a vertex buffer for vertex positions and texture coordinates | |
| 109 | + vertexBuffer = Dali::PropertyBuffer::New( vertexFormat ); | |
| 110 | + vertexBuffer.SetData( data, 4u ); | |
| 111 | + | |
| 112 | + //Create the geometry | |
| 113 | + Dali::Geometry geometry = Dali::Geometry::New(); | |
| 114 | + geometry.AddVertexBuffer( vertexBuffer ); | |
| 115 | + geometry.SetGeometryType(Dali::Geometry::TRIANGLE_STRIP ); | |
| 116 | + | |
| 117 | + return geometry; | |
| 118 | +} | |
| 89 | 119 | } // DemoHelper |
| 90 | 120 | |
| 91 | 121 | #endif // __DALI_DEMO_HELPER_VIEW_H__ | ... | ... |